Opened 18 years ago
Closed 12 years ago
#39 closed task (wontfix)
Environmental Events
Reported by: | Stuart Walpole | Owned by: | |
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Priority: | Should Have | Milestone: | |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description (last modified by )
- Timed Events: Track elapsed time (see Simulation=>Time Elapsed) until event (target time specified in session configuration).
- Examples: Season Cycle, Day/Night Cycle, Ceasefire
- Random Events: Similar to timed events, but they can occur at random (frequency determined by things like climate settings and current season).
- Examples: Weather.
- Possible effects of event:
- Set actors to this event group if they have it. (ie trees might have a Winter group where their textures are leafless and snow-covered, or an Autumn group where the leaves are red and golden.)
- Seasons Document: http://www.wildfiregames.com/forum/index.php?showtopic=685
- Change light settings to those specified by a lighting group used by the scenario. (eg Twilight, Dawn.)
- Support for scripted conditional modifiers (perhaps handled through Tech system?). For example, to make Fields have a bonus to gathered resources in Spring and Summer, or units have reduced vision in darkness.
- Climate effects (eg snow more prevalent in Winter, though it never snows in desert climate).
- Conditions are affected by the map's climate settings. (For example, it never snows in a desert climate, and there are longer twilights in the northern hemisphere.)
Change History (5)
comment:1 by , 18 years ago
Description: | modified (diff) |
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comment:2 by , 15 years ago
comment:4 by , 14 years ago
Milestone: | → Backlog |
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comment:5 by , 12 years ago
Milestone: | Backlog |
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Resolution: | → wontfix |
Status: | new → closed |
We don't plan to do any of this now.
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Seasons have been taken OUT of the game (at least for Part 1) as per discussions with Jason [aka Wijitmaker].